Rasterization. MIT EECS Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 1
|
|
- Denis Tobias Anderson
- 5 years ago
- Views:
Transcription
1 Rasterization MIT EECS Frédo Durand and Barb Cutler MIT EECS 6.837, Cutler and Durand 1
2 Final projects Rest of semester Weekly meetings with TAs Office hours on appointment This week, with TAs Refine timeline Define high-level architecture Project should be a whole, but subparts should be identified with regular merging of code MIT EECS 6.837, Cutler and Durand 2
3 The Graphics Pipeline Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display MIT EECS 6.837, Cutler and Durand 3
4 Modeling Transformations Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping 3D models defined in their own coordinate system (object space) Modeling transforms orient the models within a common coordinate frame (world space) Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display Object space World space MIT EECS 6.837, Cutler and Durand 4
5 Illumination (Shading) (Lighting) Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Vertices lit (shaded) according to material properties, surface properties (normal) and light sources Local lighting model (Diffuse, Ambient, Phong, etc.) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display MIT EECS 6.837, Cutler and Durand 5
6 Viewing Transformation Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Maps world space to eye space Viewing position is transformed to origin & direction is oriented along some axis (usually z) z o y x WORLD SPACE FAR -n NEAR o P Image adapted from: Seth Teller u v EYE EYE SPACE Scan Conversion (Rasterization) Visibility / Display MIT EECS 6.837, Cutler and Durand 6
7 Clipping Modeling Transformations Illumination (Shading) Transform to Normalized Device Coordinates (NDC) Portions of the object outside the view volume (view frustum) are removed Viewing Transformation (Perspective / Orthographic) Clipping z FAR o NEAR x y EYE z x y Projection (to Screen Space) EYE SPACE Image adapted from: Seth Teller NDC Scan Conversion (Rasterization) Visibility / Display MIT EECS 6.837, Cutler and Durand 7
8 Projection Modeling Transformations The objects are projected to the 2D image place (screen space) Illumination (Shading) x y x y Viewing Transformation (Perspective / Orthographic) z z o Clipping Projection (to Screen Space) Scan Conversion (Rasterization) NDC Image adapted from: Seth Teller SCREEN SPACE Visibility / Display MIT EECS 6.837, Cutler and Durand 8
9 Scan Conversion (Rasterization) Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Rasterizes objects into pixels Interpolate values as we go (color, depth, etc.) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display MIT EECS 6.837, Cutler and Durand 9
10 Visibility / Display Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display Each pixel remembers the closest object (depth buffer) Almost every step in the graphics pipeline involves a change of coordinate system. Transformations are central to understanding 3D computer graphics. MIT EECS 6.837, Cutler and Durand 10
11 Today Polygon scan conversion smart back to brute force Visibility MIT EECS 6.837, Cutler and Durand 11
12 2D Scan Conversion Geometric primitive 2D: point, line, polygon, circle... 3D: point, line, polyhedron, sphere... Primitives are continuous; screen is discrete MIT EECS 6.837, Cutler and Durand 12
13 2D Scan Conversion Solution: compute discrete approximation Scan Conversion: algorithms for efficient generation of the samples comprising this approximation MIT EECS 6.837, Cutler and Durand 13
14 Brute force solution for triangles? MIT EECS 6.837, Cutler and Durand 14
15 Brute force solution for triangles For each pixel Compute line equations at pixel center clip against the triangle Problem? MIT EECS 6.837, Cutler and Durand 15
16 Brute force solution for triangles For each pixel Compute line equations at pixel center clip against the triangle Problem? If the triangle is small, a lot of useless computation MIT EECS 6.837, Cutler and Durand 16
17 Brute force solution for triangles Improvement: Compute only for the screen bounding box of the triangle How do we get such a bounding box? MIT EECS 6.837, Cutler and Durand 17
18 Brute force solution for triangles Improvement: Compute only for the screen bounding box of the triangle Xmin, Xmax, Ymin, Ymax of the triangle vertices MIT EECS 6.837, Cutler and Durand 18
19 Can we do better? Kind of! We compute the line equation for many useless pixels What could we do? MIT EECS 6.837, Cutler and Durand 19
20 Use line rasterization Compute the boundary pixels Shirley page 55 MIT EECS 6.837, Cutler and Durand 20
21 Scan-line Rasterization Compute the boundary pixels Fill the spans Shirley page 55 MIT EECS 6.837, Cutler and Durand 21
22 Scan-line Rasterization Requires some initial setup to prepare Shirley page 55 MIT EECS 6.837, Cutler and Durand 22
23 Clipping problem How do we clip parts outside window? MIT EECS 6.837, Cutler and Durand 23
24 Clipping problem How do we clip parts outside window? Create two triangles or more. Quite annoying. MIT EECS 6.837, Cutler and Durand 24
25 Old style graphics hardware Triangles were big Bresenham+interpolation is worth it Annoying clipping step + a couple of other things have changed Not that good to parallelize beyond triangle granularity MIT EECS 6.837, Cutler and Durand 25
26 Questions? MIT EECS 6.837, Cutler and Durand 26
27 Today Polygon scan conversion smart back to brute force Visibility MIT EECS 6.837, Cutler and Durand 27
28 For modern graphics cards Triangles are usually very small Setup cost are becoming more troublesome Clipping is annoying Brute force is tractable MIT EECS 6.837, Cutler and Durand 28
29 Modern rasterization For every triangle ComputeProjection Compute bbox, clip bbox to screen limits For all pixels in bbox Compute line equations If all line equations>0 //pixel [x,y] in triangle Framebuffer[x,y]=triangleColor MIT EECS 6.837, Cutler and Durand 29
30 Modern rasterization For every triangle ComputeProjection Compute bbox, clip bbox to screen limits For all pixels in bbox Compute line equations If all line equations>0 //pixel [x,y] in triangle Framebuffer[x,y]=triangleColor Note that Bbox clipping is trivial MIT EECS 6.837, Cutler and Durand 30
31 Can we do better? For every triangle ComputeProjection Compute bbox, clip bbox to screen limits For all pixels in bbox Compute line equations If all line equations>0 //pixel [x,y] in triangle Framebuffer[x,y]=triangleColor MIT EECS 6.837, Cutler and Durand 31
32 Can we do better? For every triangle ComputeProjection Compute bbox, clip bbox to screen limits For all pixels in bbox Compute line equations ax+by+c If all line equations>0 //pixel [x,y] in triangle Framebuffer[x,y]=triangleColor We don t need to recompute line equation from scratch MIT EECS 6.837, Cutler and Durand 32
33 Can we do better? For every triangle ComputeProjection Compute bbox, clip bbox to screen limits Setup line eq compute a i dx, b i dy for the 3 lines Initialize line eq, values for bbox corner L i =a i x0+b i y+c i For all scanline y in bbox For 3 lines, update Li For all x in bbox Increment line equations: Li+=adx If all Li>0 //pixel [x,y] in triangle Framebuffer[x,y]=triangleColor We save one multiplication per pixel MIT EECS 6.837, Cutler and Durand 33
34 The Graphics Pipeline Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Modern hardware mostly avoids clipping Only with respect to plane z=0 Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display MIT EECS 6.837, Cutler and Durand 34
35 Full Clipping "clip" geometry to view frustum (eye x, eye y, eye z ) z axis image plane MIT EECS 6.837, Cutler and Durand 35
36 One-plane clipping "clip" geometry to near plane (eye x, eye y, eye z ) z axis image plane MIT EECS 6.837, Cutler and Durand 36
37 Adding Gouraud shading Interpolate colors of the 3 vertices Linear interpolation MIT EECS 6.837, Cutler and Durand 37
38 Adding Gouraud shading Interpolate colors of the 3 vertices Linear interpolation, e.g. for R channel: R=a R x+b R y+c R Such that R[x0,y0]=R0; R[x1, y1]=r1; R[x2,y2]=R2 Same as a plane equation in (x,y,r) MIT EECS 6.837, Cutler and Durand 38
39 Adding Gouraud shading Interpolate colors For every triangle ComputeProjection Compute bbox, clip bbox to screen limits Setup line eq Setup color equation For all pixels in bbox Increment line equations Increment color equation If all Li>0 //pixel [x,y] in triangle Framebuffer[x,y]=interpolatedColor MIT EECS 6.837, Cutler and Durand 39
40 In the modern hardware Edge eq. in homogeneous coordinates [x, y, w] Tiles to add a mid-level granularity early rejection of tiles Memory access coherence MIT EECS 6.837, Cutler and Durand 40
41 Ref Henry Fuchs, Jack Goldfeather, Jeff Hultquist, Susan Spach, John Austin, Frederick Brooks, Jr., John Eyles and John Poulton, Fast Spheres, Shadows, Textures, Transparencies, and Image Enhancements in Pixel-Planes, Proceedings of SIGGRAPH 85 (San Francisco, CA, July 22 26, 1985). In Computer Graphics, v19n3 (July 1985), ACM SIGGRAPH, New York, NY, Juan Pineda, A Parallel Algorithm for Polygon Rasterization, Proceedings of SIGGRAPH 88 (Atlanta, GA, August 1 5, 1988). In Computer Graphics, v22n4 (August 1988), ACM SIGGRAPH, New York, NY, Figure 7: Image from the spinning teapot performance test. Triangle Scan Conversion using 2D Homogeneous Coordinates, Marc Olano Trey Greer MIT EECS 6.837, Cutler and Durand 41
42 Take-home message The appropriate algorithm depends on Balance between various resources (CPU, memory, bandwidth) The input (size of triangles, etc.) Smart algorithms often have initial preprocess Assess whether it is worth it To save time, identify redundant computation Put outside the loop and interpolate if needed MIT EECS 6.837, Cutler and Durand 42
43 Today Polygon scan conversion smart back to brute force Visibility MIT EECS 6.837, Cutler and Durand 43
44 Visibility How do we know which parts are visible/in front? MIT EECS 6.837, Cutler and Durand 44
45 Ray Casting Maintain intersection with closest object MIT EECS 6.837, Cutler and Durand 45
46 Painter s algorithm Draw back-to-front How do we sort objects? Can we always sort objects? MIT EECS 6.837, Cutler and Durand 46
47 Painter s algorithm Draw back-to-front How do we sort objects? Can we always sort objects? No, there can be cycles Requires to split polygons A B A C B MIT EECS 6.837, Cutler and Durand 47
48 Painter s algorithm Old solution for hidden-surface removal But Good because ordering is useful for other operations (transparency, antialiasing) Ordering is tough Cycles Must be done by CPU Hardly used now But some sort of partial ordering is sometimes useful Usuall front-to-back To make sure foreground is rendered first MIT EECS 6.837, Cutler and Durand 48
49 visibility In ray casting, use intersection with closest t Now we have swapped the loops (pixel, object) How do we do? MIT EECS 6.837, Cutler and Durand 49
50 Z buffer In addition to frame buffer (R, G, B) Store distance to camera (z-buffer) Pixel is updated only if new z is closer than z-buffer value MIT EECS 6.837, Cutler and Durand 50
51 Z-buffer pseudo code For every triangle Compute Projection, color at vertices Setup line equations Compute bbox, clip bbox to screen limits For all pixels in bbox Increment line equations Compute curentz Increment currentcolor If all line equations>0 //pixel [x,y] in triangle If currentz<zbuffer[x,y] //pixel is visible Framebuffer[x,y]=currentColor zbuffer[x,y]=currentz MIT EECS 6.837, Cutler and Durand 51
52 Works for hard cases! A C B MIT EECS 6.837, Cutler and Durand 52
53 What exactly do we store Floating point distance Can we interpolate z in screen space? i.e. does z vary linearly in screen space? z0 image x x z1 MIT EECS 6.837, Cutler and Durand 53
54 Z interpolation X =x/z Hyperbolic variation Z cannot be linearly interpolated z0 image x x z1 MIT EECS 6.837, Cutler and Durand 54
55 Simple Perspective Projection Project all points along the z axis to the z = d plane, eyepoint at the origin homogenize x * d / z y * d / z d 1 = x x y y = z z z / d 0 0 1/d MIT EECS 6.837, Cutler and Durand
56 Yet another Perspective Projection Change the z component Compute d/z Can be linearly interpolated homogenize x * d / z y * d / z d/z 1 = x x y y = z z / d 0 0 1/d MIT EECS 6.837, Cutler and Durand
57 Advantages of 1/z Can be interpolated linearly in screen space Puts more precision for close objects Useful when using integers more precision where perceptible MIT EECS 6.837, Cutler and Durand 57
58 Integer z-buffer Use 1/z to have more precision in the foreground Set a near and far plane 1/z values linearly encoded between 1/near and 1/far Careful, test direction is reversed far near x MIT EECS 6.837, Cutler and Durand 58
59 Integer Z-buffer pseudo code For every triangle Compute Projection, color at vertices Setup line equations, depth equation Compute bbox, clip bbox to screen limits For all pixels in bbox Increment line equations Increment curent_1ovz Increment currentcolor If all line equations>0 //pixel [x,y] in triangle If current_1ovz>1ovzbuffer[x,y]//pixel is visible Framebuffer[x,y]=currentColor 1ovzBuffer[x,y]=current1ovZ MIT EECS 6.837, Cutler and Durand 59
60 Gouraud interpolation Gouraud: interpolate color linearly in screen space Is it correct? [R0, z0 G0, B0] image x x [R1, z1 G1, B1] MIT EECS 6.837, Cutler and Durand 60
61 Gouraud interpolation Gouraud: interpolate color linearly in screen space Not correct. We should use hyperbolic interpolation But quite costly (division) [R0, z0 G0, B0] image x x [R1, z1 G1, B1] MIT EECS 6.837, Cutler and Durand 61
62 Next time Clipping Segment intersection & scanline algorithms MIT EECS 6.837, Cutler and Durand 62
Final projects. Rasterization. The Graphics Pipeline. Illumination (Shading) (Lighting) Viewing Transformation. Rest of semester. This week, with TAs
Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler MIT EECS 6.837, Cutler and Durand Final projects Rest of semester Weekly meetings with TAs Office hours on appointment This week, with TAs Refine
More informationLast time? Rasterization. Scan Conversion (Rasterization) High-level concepts for Visibility / Display. Today
Last time? Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler MIT EECS 6.837, Cutler and Durand Point and segment Clipping Planes as homogenous vectors (duality) In homogeneous coordinates before
More informationThe Traditional Graphics Pipeline
Final Projects Proposals due Thursday 4/8 Proposed project summary At least 3 related papers (read & summarized) Description of series of test cases Timeline & initial task assignment The Traditional Graphics
More informationThe Traditional Graphics Pipeline
Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray
More informationThe Traditional Graphics Pipeline
Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs
More informationFrom Vertices to Fragments: Rasterization. Reading Assignment: Chapter 7. Special memory where pixel colors are stored.
From Vertices to Fragments: Rasterization Reading Assignment: Chapter 7 Frame Buffer Special memory where pixel colors are stored. System Bus CPU Main Memory Graphics Card -- Graphics Processing Unit (GPU)
More informationGraphics Pipeline & Rasterization. CS-C3100 Fall 2017 Lehtinen
Graphics Pipeline & Rasterization 1 How Do We Render Interactively? Use graphics hardware, via OpenGL or DirectX OpenGL is multi-platform, DirectX is MS only OpenGL rendering Very basic! Our ray tracer
More informationFondamenti di Grafica 3D The Rasterization Pipeline.
Fondamenti di Grafica 3D The Rasterization Pipeline paolo.cignoni@isti.cnr.it http://vcg.isti.cnr.it/~cignoni Ray Casting vs. GPUs for Triangles Ray Casting For each pixel (ray) For each triangle Does
More informationCSE 167: Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #2 due this Friday, October
More informationgraphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1
graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time
More informationgraphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1
graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time
More informationPipeline Operations. CS 4620 Lecture 10
Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination
More informationTriangle Rasterization
Triangle Rasterization Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/07/07 1 From last time Lines and planes Culling View frustum culling Back-face culling Occlusion culling
More informationRendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane
Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world
More informationCS4620/5620: Lecture 14 Pipeline
CS4620/5620: Lecture 14 Pipeline 1 Rasterizing triangles Summary 1! evaluation of linear functions on pixel grid 2! functions defined by parameter values at vertices 3! using extra parameters to determine
More informationPipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11
Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION
More informationThe Graphics Pipeline. Interactive Computer Graphics. The Graphics Pipeline. The Graphics Pipeline. The Graphics Pipeline: Clipping
Interactive Computer Graphics The Graphics Pipeline: The Graphics Pipeline Input: - geometric model - illumination model - camera model - viewport Some slides adopted from F. Durand and B. Cutler, MIT
More informationCSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015
CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 2 due tomorrow at 2pm Grading window
More informationPipeline Operations. CS 4620 Lecture 14
Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives
More informationVisible-Surface Detection Methods. Chapter? Intro. to Computer Graphics Spring 2008, Y. G. Shin
Visible-Surface Detection Methods Chapter? Intro. to Computer Graphics Spring 2008, Y. G. Shin The Visibility Problem [Problem Statement] GIVEN: a set of 3-D surfaces, a projection from 3-D to 2-D screen,
More informationVisibility: Z Buffering
University of British Columbia CPSC 414 Computer Graphics Visibility: Z Buffering Week 1, Mon 3 Nov 23 Tamara Munzner 1 Poll how far are people on project 2? preferences for Plan A: status quo P2 stays
More informationGraphics and Interaction Rendering pipeline & object modelling
433-324 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering
More informationCS 488. More Shading and Illumination. Luc RENAMBOT
CS 488 More Shading and Illumination Luc RENAMBOT 1 Illumination No Lighting Ambient model Light sources Diffuse reflection Specular reflection Model: ambient + specular + diffuse Shading: flat, gouraud,
More informationRasterization Overview
Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer
More informationComputer Science 426 Midterm 3/11/04, 1:30PM-2:50PM
NAME: Login name: Computer Science 46 Midterm 3//4, :3PM-:5PM This test is 5 questions, of equal weight. Do all of your work on these pages (use the back for scratch space), giving the answer in the space
More informationChapter 8: Implementation- Clipping and Rasterization
Chapter 8: Implementation- Clipping and Rasterization Clipping Fundamentals Cohen-Sutherland Parametric Polygons Circles and Curves Text Basic Concepts: The purpose of clipping is to remove objects or
More informationRay tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1
Ray tracing Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 3/19/07 1 From last time Hidden surface removal Painter s algorithm Clipping algorithms Area subdivision BSP trees Z-Buffer
More informationTopic #1: Rasterization (Scan Conversion)
Topic #1: Rasterization (Scan Conversion) We will generally model objects with geometric primitives points, lines, and polygons For display, we need to convert them to pixels for points it s obvious but
More informationLast Time. Correct Transparent Shadow. Does Ray Tracing Simulate Physics? Does Ray Tracing Simulate Physics? Refraction and the Lifeguard Problem
Graphics Pipeline: Projective Last Time Shadows cast ra to light stop after first intersection Reflection & Refraction compute direction of recursive ra Recursive Ra Tracing maimum number of bounces OR
More informationGame Architecture. 2/19/16: Rasterization
Game Architecture 2/19/16: Rasterization Viewing To render a scene, need to know Where am I and What am I looking at The view transform is the matrix that does this Maps a standard view space into world
More informationCS 130 Exam I. Fall 2015
S 3 Exam I Fall 25 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying
More informationCHAPTER 1 Graphics Systems and Models 3
?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........
More informationMIT EECS 6.837, Teller and Durand 1
MIT EECS 6.837, Teller and Durand 1 Clipping MIT EECS 6.837 Frédo Durand and Seth Teller Some slides and images courtesy of Leonard McMillan MIT EECS 6.837, Teller and Durand 2 Administrative Assignment
More informationLast Time. Why are Shadows Important? Today. Graphics Pipeline. Clipping. Rasterization. Why are Shadows Important?
Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Graphics Pipeline Clipping Rasterization
More informationRasterizing triangles
Rasterizing triangles We know how to project the vertices of a triangle in our model onto pixel centers. To draw the complete triangle, we have to decide which pixels to turn on. For now, let s assume
More informationCS 130 Final. Fall 2015
CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying
More information- Rasterization. Geometry. Scan Conversion. Rasterization
Computer Graphics - The graphics pipeline - Geometry Modelview Geometry Processing Lighting Perspective Clipping Scan Conversion Texturing Fragment Tests Blending Framebuffer Fragment Processing - So far,
More informationCOMP30019 Graphics and Interaction Scan Converting Polygons and Lines
COMP30019 Graphics and Interaction Scan Converting Polygons and Lines Department of Computer Science and Software Engineering The Lecture outline Introduction Scan conversion Scan-line algorithm Edge coherence
More informationClipping and Scan Conversion
15-462 Computer Graphics I Lecture 14 Clipping and Scan Conversion Line Clipping Polygon Clipping Clipping in Three Dimensions Scan Conversion (Rasterization) [Angel 7.3-7.6, 7.8-7.9] March 19, 2002 Frank
More informationLast Time. Reading for Today: Graphics Pipeline. Clipping. Rasterization
Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility
More informationComputing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz
Computing Visibility BSP Trees Ray Casting Depth Buffering Quiz Power of Plane Equations We ve gotten a lot of mileage out of one simple equation. Basis for D outcode-clipping Basis for plane-at-a-time
More information3D Rasterization II COS 426
3D Rasterization II COS 426 3D Rendering Pipeline (for direct illumination) 3D Primitives Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation
More informationCS452/552; EE465/505. Clipping & Scan Conversion
CS452/552; EE465/505 Clipping & Scan Conversion 3-31 15 Outline! From Geometry to Pixels: Overview Clipping (continued) Scan conversion Read: Angel, Chapter 8, 8.1-8.9 Project#1 due: this week Lab4 due:
More informationIntroduction Rasterization Z-buffering Shading. Graphics 2012/2013, 4th quarter. Lecture 09: graphics pipeline (rasterization and shading)
Lecture 9 Graphics pipeline (rasterization and shading) Graphics pipeline - part 1 (recap) Perspective projection by matrix multiplication: x pixel y pixel z canonical 1 x = M vpm per M cam y z 1 This
More informationFROM VERTICES TO FRAGMENTS. Lecture 5 Comp3080 Computer Graphics HKBU
FROM VERTICES TO FRAGMENTS Lecture 5 Comp3080 Computer Graphics HKBU OBJECTIVES Introduce basic implementation strategies Clipping Scan conversion OCTOBER 9, 2011 2 OVERVIEW At end of the geometric pipeline,
More informationEinführung in Visual Computing
Einführung in Visual Computing 186.822 Rasterization Werner Purgathofer Rasterization in the Rendering Pipeline scene objects in object space transformed vertices in clip space scene in normalized device
More informationFor Intuition about Scene Lighting. Today. Limitations of Planar Shadows. Cast Shadows on Planar Surfaces. Shadow/View Duality.
Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Graphics Pipeline Clipping Rasterization
More informationGraphics Hardware and Display Devices
Graphics Hardware and Display Devices CSE328 Lectures Graphics/Visualization Hardware Many graphics/visualization algorithms can be implemented efficiently and inexpensively in hardware Facilitates interactive
More informationHidden Surfaces II. Week 9, Mon Mar 15
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Hidden Surfaces II Week 9, Mon Mar 15 http://www.ugrad.cs.ubc.ca/~cs314/vjan2010 ews yes, I'm granting the request
More informationComputer Graphics 7 - Rasterisation
Computer Graphics 7 - Rasterisation Tom Thorne Slides courtesy of Taku Komura www.inf.ed.ac.uk/teaching/courses/cg Overview Line rasterisation Polygon rasterisation Mean value coordinates Decomposing polygons
More informationCSE528 Computer Graphics: Theory, Algorithms, and Applications
CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334
More informationReal-Time Shadows. Computer Graphics. MIT EECS Durand 1
Real-Time Shadows Computer Graphics MIT EECS 6.837 Durand 1 Why are Shadows Important? Depth cue Scene Lighting Realism Contact points 2 Shadows as a Depth Cue source unknown. All rights reserved. This
More informationReading. 18. Projections and Z-buffers. Required: Watt, Section , 6.3, 6.6 (esp. intro and subsections 1, 4, and 8 10), Further reading:
Reading Required: Watt, Section 5.2.2 5.2.4, 6.3, 6.6 (esp. intro and subsections 1, 4, and 8 10), Further reading: 18. Projections and Z-buffers Foley, et al, Chapter 5.6 and Chapter 6 David F. Rogers
More informationIntroduction to Visualization and Computer Graphics
Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective
More informationInstitutionen för systemteknik
Code: Day: Lokal: M7002E 19 March E1026 Institutionen för systemteknik Examination in: M7002E, Computer Graphics and Virtual Environments Number of sections: 7 Max. score: 100 (normally 60 is required
More informationOverview. Pipeline implementation I. Overview. Required Tasks. Preliminaries Clipping. Hidden Surface removal
Overview Pipeline implementation I Preliminaries Clipping Line clipping Hidden Surface removal Overview At end of the geometric pipeline, vertices have been assembled into primitives Must clip out primitives
More informationCEng 477 Introduction to Computer Graphics Fall 2007
Visible Surface Detection CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection Visible surface detection or hidden surface removal. Realistic scenes: closer objects occludes the
More informationHidden surface removal. Computer Graphics
Lecture Hidden Surface Removal and Rasterization Taku Komura Hidden surface removal Drawing polygonal faces on screen consumes CPU cycles Illumination We cannot see every surface in scene We don t want
More informationReal-Time Shadows. MIT EECS 6.837, Durand and Cutler
Real-Time Shadows Last Time? The graphics pipeline Clipping & rasterization of polygons Visibility the depth buffer (z-buffer) Schedule Quiz 2: Thursday November 20 th, in class (two weeks from Thursday)
More informationShadows in the graphics pipeline
Shadows in the graphics pipeline Steve Marschner Cornell University CS 569 Spring 2008, 19 February There are a number of visual cues that help let the viewer know about the 3D relationships between objects
More informationPage 1. Area-Subdivision Algorithms z-buffer Algorithm List Priority Algorithms BSP (Binary Space Partitioning Tree) Scan-line Algorithms
Visible Surface Determination Visibility Culling Area-Subdivision Algorithms z-buffer Algorithm List Priority Algorithms BSP (Binary Space Partitioning Tree) Scan-line Algorithms Divide-and-conquer strategy:
More informationGraphics Pipeline. CS535 Fall Daniel G. Aliaga Department of Computer Science Purdue University
Graphics Pipeline CS535 Fall 2016 Daniel G. Aliaga Department of Computer Science Purdue University Ray-tracing Inverse mapping for every pixel construct a ray from the eye for every object in the scene
More informationIdentifying those parts of a scene that are visible from a chosen viewing position, and only process (scan convert) those parts
Visible Surface Detection Identifying those parts of a scene that are visible from a chosen viewing position, and only process (scan convert) those parts Two approaches: 1. Object space methods 2. Image
More informationComputer Graphics 7: Viewing in 3-D
Computer Graphics 7: Viewing in 3-D In today s lecture we are going to have a look at: Transformations in 3-D How do transformations in 3-D work? Contents 3-D homogeneous coordinates and matrix based transformations
More informationCS Rasterization. Junqiao Zhao 赵君峤
CS10101001 Rasterization Junqiao Zhao 赵君峤 Department of Computer Science and Technology College of Electronics and Information Engineering Tongji University Vector Graphics Algebraic equations describe
More informationLast Time: Acceleration Data Structures for Ray Tracing. Schedule. Today. Shadows & Light Sources. Shadows
Last Time: Acceleration Data Structures for Ray Tracing Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion
More informationReal-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today!
Last Time? Real-Time Shadows Perspective-Correct Interpolation Texture Coordinates Procedural Solid Textures Other Mapping Bump Displacement Environment Lighting Textures can Alias Aliasing is the under-sampling
More informationReal-Time Shadows. Last Time? Schedule. Questions? Today. Why are Shadows Important?
Last Time? Real-Time Shadows The graphics pipeline Clipping & rasterization of polygons Visibility the depth buffer (z-buffer) Schedule Questions? Quiz 2: Thursday November 2 th, in class (two weeks from
More informationComputer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo
Computer Graphics Bing-Yu Chen National Taiwan University The University of Tokyo Hidden-Surface Removal Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm
More informationQUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION
QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION INTRODUCTION OBJECTIVE: This chapter deals the applications of computer graphics and overview of graphics systems and imaging. UNIT I 1 With clear
More informationComputer Graphics and GPGPU Programming
Computer Graphics and GPGPU Programming Donato D Ambrosio Department of Mathematics and Computer Science and Center of Excellence for High Performace Computing Cubo 22B, University of Calabria, Rende 87036,
More informationThe Viewing Pipeline Coordinate Systems
Overview Interactive Graphics System Model Graphics Pipeline Coordinate Systems Modeling Transforms Cameras and Viewing Transform Lighting and Shading Color Rendering Visible Surface Algorithms Rasterization
More informationGeneral Hidden Surface Removal Algorithms. Binghamton University. EngiNet. Thomas J. Watson. School of Engineering and Applied Science CS 460/560
Binghamton University EngiNet State University of New York EngiNet Thomas J. Watson School of Engineering and Applied Science WARNING All rights reserved. No Part of this video lecture series may be reproduced
More informationComputer Graphics. - Rasterization - Philipp Slusallek
Computer Graphics - Rasterization - Philipp Slusallek Rasterization Definition Given some geometry (point, 2D line, circle, triangle, polygon, ), specify which pixels of a raster display each primitive
More informationHomework #2. Shading, Ray Tracing, and Texture Mapping
Computer Graphics Prof. Brian Curless CSE 457 Spring 2000 Homework #2 Shading, Ray Tracing, and Texture Mapping Prepared by: Doug Johnson, Maya Widyasari, and Brian Curless Assigned: Monday, May 8, 2000
More informationCOMPUTER GRAPHICS COURSE. Rendering Pipelines
COMPUTER GRAPHICS COURSE Rendering Pipelines Georgios Papaioannou - 2014 A Rendering Pipeline Rendering or Graphics Pipeline is the sequence of steps that we use to create the final image Many graphics/rendering
More informationReal-Time Shadows. Last Time? Today. Why are Shadows Important? Shadows as a Depth Cue. For Intuition about Scene Lighting
Last Time? Real-Time Shadows Today Why are Shadows Important? Shadows & Soft Shadows in Ray Tracing Planar Shadows Projective Texture Shadows Shadow Maps Shadow Volumes Why are Shadows Important? Depth
More informationDeferred Rendering Due: Wednesday November 15 at 10pm
CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture
More informationImage-Based Modeling and Rendering. Image-Based Modeling and Rendering. Final projects IBMR. What we have learnt so far. What IBMR is about
Image-Based Modeling and Rendering Image-Based Modeling and Rendering MIT EECS 6.837 Frédo Durand and Seth Teller 1 Some slides courtesy of Leonard McMillan, Wojciech Matusik, Byong Mok Oh, Max Chen 2
More informationCS451Real-time Rendering Pipeline
1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does
More informationCS 498 VR. Lecture 18-4/4/18. go.illinois.edu/vrlect18
CS 498 VR Lecture 18-4/4/18 go.illinois.edu/vrlect18 Review and Supplement for last lecture 1. What is aliasing? What is Screen Door Effect? 2. How image-order rendering works? 3. If there are several
More informationComputer Graphics (CS 543) Lecture 9 (Part 2): Clipping. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)
Computer Graphics (CS 543) Lecture 9 (Part 2): Clipping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) OpenGL Stages After projection, several stages before objects drawn
More informationFall CSCI 420: Computer Graphics. 7.1 Rasterization. Hao Li.
Fall 2015 CSCI 420: Computer Graphics 7.1 Rasterization Hao Li http://cs420.hao-li.com 1 Rendering Pipeline 2 Outline Scan Conversion for Lines Scan Conversion for Polygons Antialiasing 3 Rasterization
More informationAnnouncements. Midterms graded back at the end of class Help session on Assignment 3 for last ~20 minutes of class. Computer Graphics
Announcements Midterms graded back at the end of class Help session on Assignment 3 for last ~20 minutes of class 1 Scan Conversion Overview of Rendering Scan Conversion Drawing Lines Drawing Polygons
More informationRealtime 3D Computer Graphics Virtual Reality
Realtime 3D Computer Graphics Virtual Reality From Vertices to Fragments Overview Overall goal recapitulation: Input: World description, e.g., set of vertices and states for objects, attributes, camera,
More informationComputer Graphics Geometry and Transform
! Computer Graphics 2014! 5. Geometry and Transform Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University 2014-10-11! Today outline Triangle rasterization Basic vector algebra ~ geometry! Antialiasing
More informationTopics. From vertices to fragments
Topics From vertices to fragments From Vertices to Fragments Assign a color to every pixel Pass every object through the system Required tasks: Modeling Geometric processing Rasterization Fragment processing
More informationAdvanced Ray Tracing
Advanced Ray Tracing Thanks to Fredo Durand and Barb Cutler The Ray Tree Ni surface normal Ri reflected ray Li shadow ray Ti transmitted (refracted) ray 51 MIT EECS 6.837, Cutler and Durand 1 Ray Tree
More informationComputer Graphics. Bing-Yu Chen National Taiwan University
Computer Graphics Bing-Yu Chen National Taiwan University Visible-Surface Determination Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm Scan-Line Algorithm
More information2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into
2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into the viewport of the current application window. A pixel
More informationTwo basic types: image-precision and object-precision. Image-precision For each pixel, determine which object is visable Requires np operations
walters@buffalo.edu CSE 480/580 Lecture 21 Slide 1 Visible-Surface Determination (Hidden Surface Removal) Computationaly expensive Two basic types: image-precision and object-precision For n objects and
More informationComputer Graphics Shadow Algorithms
Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows
More informationCS 112 The Rendering Pipeline. Slide 1
CS 112 The Rendering Pipeline Slide 1 Rendering Pipeline n Input 3D Object/Scene Representation n Output An image of the input object/scene n Stages (for POLYGON pipeline) n Model view Transformation n
More informationIntro to Ray-Tracing & Ray-Surface Acceleration
Lecture 12 & 13: Intro to Ray-Tracing & Ray-Surface Acceleration Computer Graphics and Imaging UC Berkeley Course Roadmap Rasterization Pipeline Core Concepts Sampling Antialiasing Transforms Geometric
More informationCSE528 Computer Graphics: Theory, Algorithms, and Applications
CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334
More informationFor each question, indicate whether the statement is true or false by circling T or F, respectively.
True/False For each question, indicate whether the statement is true or false by circling T or F, respectively. 1. (T/F) Rasterization occurs before vertex transformation in the graphics pipeline. 2. (T/F)
More informationCOMP371 COMPUTER GRAPHICS
COMP371 COMPUTER GRAPHICS LECTURE 14 RASTERIZATION 1 Lecture Overview Review of last class Line Scan conversion Polygon Scan conversion Antialiasing 2 Rasterization The raster display is a matrix of picture
More informationCourse Title: Computer Graphics Course no: CSC209
Course Title: Computer Graphics Course no: CSC209 Nature of the Course: Theory + Lab Semester: III Full Marks: 60+20+20 Pass Marks: 24 +8+8 Credit Hrs: 3 Course Description: The course coversconcepts of
More informationCSE 690: GPGPU. Lecture 2: Understanding the Fabric - Intro to Graphics. Klaus Mueller Stony Brook University Computer Science Department
CSE 690: GPGPU Lecture 2: Understanding the Fabric - Intro to Graphics Klaus Mueller Stony Brook University Computer Science Department Klaus Mueller, Stony Brook 2005 1 Surface Graphics Objects are explicitely
More information8. Hidden Surface Elimination
8. Hidden Surface Elimination Identification and Removal of parts of picture that are not visible from a chosen viewing position. 1 8. Hidden Surface Elimination Basic idea: Overwriting Paint things in
More information